Posts

Featured Post

Image credit: VRPhysio® The Virtual Reality Physiotherapy (VRP) Market
is expected to experience an exponential growth over the coming years. Physiotherapy has become an integral part of
any rehabilitation process and awareness of the importance of Physiotherapy is
constantly increasing. More and more people are experiencing injuries due to
car accidents, sport accidents, working in front of computers, staring at
smartphones and more. Physical therapy helps shorten hospital stays,
provides a cost-effective alternative to surgery and helps patients regain an
active daily life. Traditionally, therapies require repetitive, oftentimes
arduous verbal and tactile feedback from the clinician. Patients don’t want to
do their physical therapy exercises because they are either painful or
monotonous. In addition, many typical treatments also lack objective criteria
for measuring progress. The whole process can frustrate the patient and
therapist alike as they both struggle to measure the patient…

Via: Team
Orlando Submissions for the 2017 Serious
Games Showcase & Challenge open on August 1, and will remain open until
September 18. This year, all applicants are required to submit an “intent to
submit” form by September 15 to ensure that the committee is adequately
prepared to accept each game’s materials. The committee will announce the
finalists on October 16, and those finalists will be showcasing their games in
the SGS&C booth at the 2017 International/Interservice Training, Simulation
and Education Conference (I/ITSEC), November 27-30. As in previous years, awards will be given to
the best games developed in the student, government and industry categories. Last year, the Innovation Award was introduced,
which is given by the SGS&C committee when they feel that there has been
exemplary use of innovation in a “Serious Game”. Last year’s committee
recognized two games with the Innovation Award: ADAPT-MP
by Design Interactive, Inc. and Limbitless
Training Games by Uni…

Ace Academy: Black Flight, developed by Seed
Interactive in partnership with the Canada Science and Technology Museums Corporation, has won gold honors in the 2017
International Serious Play Awards competition
in the Museum category. The Museum had two overarching goals, which
included increasing the profile of the museum and extending content to the
digital realm. The developers’ challenge was to produce titles that explored the
relationship between entertainment and education, while creating games that are
competitive in the cluttered mobile landscape. Seed Interactive and the Canada Science &
Technology Museums Corporation decided to co-create a publishing company called
Illumination Gamesto explore self-funded
titles and to understand the mobile game ecosystem. By merging the Museum’s
historical research and interpretation expertise with the interactive genius of
SEED, they have been able to generate a number of engaging experiences. Ace Academy: Black Flight is the
second mobile…

Four Studios Receive Gold for Table Top Learning Games In
International Serious Play Awards LOS ANGELES - July 17, 2017 - Four game companies received a gold ranking for table top
learning games designed for education or training in the 2017
International Serious Play Awards competition. Entry categories included Corporate,
Government/Military, Healthcare, K-6 Education, 7-12 Education, Higher
Education and Museums. Winners are: Gold: Bridgebuilders, created by Workz (Business)Warrior Spirit Mission Homefront Reintegration
& Resilience game from Trance4mation Games (Healthcare)Cycles, created by Catlilli Games (K-6 Education)Cards Against Calamity, created by 1st Playable for the
Environmental Law Institute (ELI) and National Oceanographic and
Atmospheric Administration (NOAA) (Museums and Visitor Centers)Silver: Will it? from Catlilli Games (K-6 Education)Recharge Beyond the Bars: the Reentry Game created by
Trance4mation Games (Government)Bronze: Save that Sale! cr…

Business Battle, developed by Wrainbo, has won gold honors in the 2017
International Serious Play Awards competition
in the Corporate category. Business Battle is a fantasy
strategy game that features business learning and simulation, suitable for
college students as well as for adults. It was originally developed by Duke
University MBA alumni and ex-McKinsey manager - thus by people who are experienced
in business management. Designed and tested to build business acumen for its
players, the game uses a world magic shop to teach how to apply
business fundamentals in the real world. Made with mesmerizing graphics and based in the
ancient lands of wizards and steampunk robots, Business Battle appeals to players’ inner fantasy. As a turn-based
strategy game, it is easy to play but hard to master. The Campaign mode
features 10 fully developed levels with varied business learning concepts, and
the Arena mode allows you to test your skills by competing with other players. By casting a wide va…

Serious Games revenues are racing along on a
five-year compound annual growth rate (CAGR) of 20.2% globally, suggesting the
industry will more than double to $8.1 billion by 2022, according to Metaari,
the foremost analyst firm covering the market.
In 2017, global revenues will hit $3.2 billion, just for off-the-shelf
products. Sam
Adkins, CEO, Metaari - Advanced Learning
Technology Research, will provide highlights of his 96 page 2017-2022 Global Game-based Learning Market
Report to attendees Tuesday, July 18, 2017 at Serious Play Conference, the annual
gathering of the thought leaders in the industry, this year hosted by George Mason University. Eight game-based learning buying segments are
analyzed in the report: consumers,
preschools, primary schools, secondary schools, tertiary and higher education
institutions, federal government agencies, provincial/state and local
government agencies, and corporations.
The report also lists more than 300 suppliers
operating across the globe t…

The study was published in the Journal of the Learning
Sciences (JLS), a leading educational research journal
and one of the two official journals of the International Society of the Learning Sciences. The study is the ﬁrst of its kind to produce
deep, wide-ranging, and statically signiﬁcant data across a large variety of
game types. It not only validates curriculum-based games, but it does so in a
large, multi-state, diverse study cohort over a signiﬁcant time period. The research study shows that when used as part
of the curriculum, simple standards-aligned games increase lesson retention and
student engagement, and improve academic performance.…